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I agree the dice are not predictable, but I would say that on average, this makes it more unfair. I disagree with your statement that regardless of the map, the first player wins. Sure if you are playing an experienced player, but if you put two experienced players together on an unfair map, I feel it's more likely that the player who gets the first turn wins, which is unfair. On a fair map, I think the second player has an equal shot at winning (depending on dice/drop of course).Queen_Herpes wrote:Second, the dice aren't that predictable. On maps like Solar System and Draknor, I've gone first my fair share of the time. Some of those first turns result in winning 2 or even 3 territories from my opponent. Other first turns result in winning 0 territories. I play my fair share of 1v1 as well. I like the challenge that it brings to go second and have the opponent take one or more territories from me. I win a fair share of those, but, yes, ultimately the player who goes first wins - no matter which map it is. Typically an inexperienced player or a player new to a map will be the one to lose when going first - on any map.
I don't play those large maps enough to have enough insight. I'd love to get other opinions from players who play those maps.Queen_Herpes wrote:There are maps that should see a reduction. Ridiculously large maps like Stalingrad, WWII Europe, etc. On those maps, there are simply too many armies awarded tot he player who goes first.
Me too, but that would be a separate suggestion, or tangential to what I'm doing here.Queen_Herpes wrote:What I would like to see is some kind of coding that prevents multi-territory continent bonuses to be handed out on the drop. One example would be any continental bonus on the Classic map. Another example would be any continental bonus or capitals bonus on BeNeLux.
I'm working on this. I'll probably have a list up early next week.MrBenn wrote:If I'm right, you're suggesting that starting neutrals be added to maps which currently have a "non-golden" number of starting territories. The other thing to consider is that on some maps, two or three starting neutrals will need to be added to mitigate an unfair drop.
What would be useful is to get a complete list of maps that are impacted by this, and the location of any proposed starting neutrals (remember that these will have to be in the same place in every single game on the map).
Is there anyway to code that the first round deployments for every player are equal to their initial territory drop. So if every player is dropped 15 territories and then Player 1 takes 1 territory from Player 3 and drops them to 14, Player 3's deployment for the turn will still be 5 armies? That would be a simple XML fix and not require neutrals to be inserted in various maps nor require selecting a permanent neutral territory for each map.MrBenn wrote:If I'm right, you're suggesting that starting neutrals be added to maps which currently have a "non-golden" number of starting territories. The other thing to consider is that on some maps, two or three starting neutrals will need to be added to mitigate an unfair drop.
I agree with this perspective from trapyoung. If I understand it correctly, he wants everyone to be given the same number of armies in round one, regardless of whether they go first, second, or third. This would prevent, IMO, completely redoing every map out there that has a perceived imbalance of territories.trapyoung wrote:Is there anyway to code that the first round deployments for every player are equal to their initial territory drop. So if every player is dropped 15 territories and then Player 1 takes 1 territory from Player 3 and drops them to 14, Player 3's deployment for the turn will still be 5 armies? That would be a simple XML fix and not require neutrals to be inserted in various maps nor require selecting a permanent neutral territory for each map.MrBenn wrote:If I'm right, you're suggesting that starting neutrals be added to maps which currently have a "non-golden" number of starting territories. The other thing to consider is that on some maps, two or three starting neutrals will need to be added to mitigate an unfair drop.
I was just trying to determine whether there were multiple ways to address this problem that Jake and others have noted. So I'm just spitballing at the moment. I think this would be particularly useful in games like Waterloo where a 1v1 gives a deploy of around 10 (ignoring bonuses that might be dropped) and with the use of bombardments and hot dice, the second players deploy could be decreased to something like 6 before their first move.AndyDufresne wrote:Trap's suggestion is something I think that is outside of this suggestion, and something more complicated than revisiting and updating older XMLs. However, it might find a home in a new topic.
--Andy
You sound like a f*cking lawyer with all that talk.trapyoung wrote:I was just trying to determine whether there were multiple ways to address this problem that Jake and others have noted. So I'm just spitballing at the moment. I think this would be particularly useful in games like Waterloo where a 1v1 gives a deploy of around 10 (ignoring bonuses that might be dropped) and with the use of bombardments and hot dice, the second players deploy could be decreased to something like 6 before their first move.
I really viewed this topic as indicating a problem prevalent on certain maps and then if there is enough interest that warrants inquiry then a solution can be negotiated and implemented so I can start another topic if necessary but my first post was really regarding the viability of such a resolution
This may be a better option for 1v1, especially on larger maps. I don't typically play large maps on 1v1, so I don't have any experience on them to draw from. However, we still have problems on certain maps where you drop 12 or 15 territories on 4p. The rule would have to apply to all players' first turn in games that are not 1v1.Queen_Herpes wrote:All that being said, I believe that trapyoung has a better solution. Give all players the same number of round1 armies. I might even go so far as to suggest that in round one no bonuses are awarded to any player who is dropped a bonus, but, I think trapyoung's suggestion is good enough for now.
If there is a consensus that this is a better idea, it will potentially take longer to implement, as this would require an XML engine change via lack, not a simple change to XML via the Foundry. That's why I approached it this way.AndyDufresne wrote:Trap's suggestion is something I think that is outside of this suggestion, and something more complicated than revisiting and updating older XMLs. However, it might find a home in a new topic.
I'm all about an easy solution, but I'm not necessarily on board with the original suggestion by Jakewilliams based on reasons already mentioned. It would fundamentally change gameplay on a number of maps. In the end, will it improve gameplay on those maps? If this is to be investigated I think one map should be attempted on a beta-basis. This would need to be a map played by a lot of players and chosen frequently to be played. The original version, if kept open at the same time the beta version is being trialed, could also be played for comparison.AndyDufresne wrote:Trap's suggestion is something I think that is outside of this suggestion, and something more complicated than revisiting and updating older XMLs. However, it might find a home in a new topic.
--Andy


I believe that a lot of excellent effort has been put forth by jakewilliams on this topic. However, there is a slippery slope here. If both players in a one v one are on a map that drops them 11 territories each, the player-who-goes-first gets the advantage of getting the first shot at gaining 12 territories. If that player-who-goes-first(player1) gains that 12th territory and does so by knocking the player-who-goes-second (player2) down to 10 territories, is there not an advantage that needs to be mitigated there for round 2?jakewilliams wrote:Draknor: level 1. In 1v1 you each start with 12 terits. If you take a single terit from the next player, they start with 11 (while you have 13) and it's very hard to take back two territories with a drop of 3 troops. First turn is a major advantage in a sequential game, or non-speed freestyle game.
Solar System 4 players (so either 2v2 dubs or 4p) you each start with 15 terits. With normal rolls the first turn, you can get the next player to 14 terits and at a disadvantage to start (they get 4 to drop opposed to the 5 the first player started with). With great dice you take 4 terits and they drop 3 (while you dropped 5).
This would be of lesser importance in multiplayer or manual games - but as I play mostly team or 1v1 games this affects me greatly.
Jake

Geger wrote:Hard to make a complete list, but here are some examples :
- Portugal
- Italy
- Draknor lvl1
Each player start with 12 regions in 1vs1
These are pretty old maps:chapcrap wrote:Africa starts at 15v15.